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My two original "Archetype" sets... (I hope they are original)


InoshimaLance

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I think this is my first actual post of cards made by me, so I might have wrong cards, godly cards and mispelled cards, I beg your pardon if that happens, It's not my intention... I accept (and beg for) critics and advices. Anything you think is wrong or needs some arrange, tell me. Also, look at the names and tell me if I'm good at naming, I am really spoiled with that and need to know, so please.

So, here it goes:

[color=#40e0d0][b]"Artic Hell" Archetype set[/b][/color]: An Archetype of Water-Attribute Aqua-Type Monsters which strategy is based on freezing the moves of the opponent by making him unable to attack turning all of his monsters to Defense position (and unable to change) or unable to activate his face-down Spell/Trap cards. Some of the powerful monsters have piercing effects, the weak monsters have effects that close the play options of the opponent. There is also a part of the set dedicated to Dark-Synchro monsters since I liked the idea so much. The Scripts are these:

[b][color=#ff8c00]Monsters:[/color][/b]
[spoiler='Click to enlarge'][Artic Hell Archer/ LV 4 /1800 ATK/1500 DEF/Water/Aqua/Effect: Once per turn, select one face-up monster your opponent controls. It is turned to Defense Position. This card cannot attack the same turn this effect was activated.]
[Artic Hell Bubble/ LV 2 /0 ATK/500 DEF/Water/Aqua/Tuner/Effect: If this card is destroyed by an opponent monster card (battle or effect) equip this card to that monster as an Equip Spell Card. As long as this card is equipped, the equipped monster cannot attack or activate its effects.]
[Artic Hell Icicle/ LV 3 /400 ATK/500 DEF/Water/Aqua/Effect: If this card is attacked, the attacking monster cannot declare attack in your opponent's next turn. If this card is destroyed by battle and send to the graveyard Special Summon one Level 4 or lower "Artic Hell" monster to the field from your deck eccept "Artic Hell Icicle".]
[Artic Hell Snowflake/ LV 3 /500 ATK/1500 DEF/Water/Aqua/Effect: If this card is used as a tribute for a Tribute Summon or a Synchro Summon, Special summon one "Artic Hell Snowflake" from your Deck in Defense position.]
[Artic Hell Snowman/ LV 3 /1300 ATK/1500 DEF/Water/Aqua/Tuner/Effect: When this card is summoned you can Special summon one Artic Hell monster from your graveyard in Defense position. Negate its effects and destroy it at the End Phase.]
[Artic Hell Witch/ LV 4 /1400 ATK/2000 DEF/Water/Aqua/Effect: Once per turn, you can select one Attack-position monster on the field and change it to Defense position. Your opponent can negate this effect by discarding one card from their hand.]
[Glacier of the Artic Hell/ LV 4 /0 ATK/2300 DEF/Water/Aqua/Effect: This card cannot be destroyed by battle. This card cannot attack. When this card is summoned, change it to Defense position.]
[Hermit of the Artic Hell/ LV 6 /2300 ATK/500 DEF/Water/Aqua/Effect: If this card attacks a Defense position monster put one "Needle" counter on that monster card. If this card attacks a monster with "Needle" counters on it, destroy that card after the damage step.]
[Maideen of the Artic Hell/ LV 3 /1100 ATK/1500 DEF/Water/Aqua/Effect: "Artic Hell" monsters are unafected by card effects.]
[Shaman of the Artic Hell/ LV 4 /1200 ATK/2000 DEF/Water/Aqua/Effect: Effect: This card can be Special Summon by banishing one WATER monster in your Graveyard. Defense position monsters cannot be destroyed by battle. You can tribute this card; target 1 monster on the field and change its battle position to Defense position. The targeted monster cannot change its battle position until the End Phase of the next turn.]
[Warrior of the Artic Hell/ LV 5 /2100 ATK/1000 DEF/Water/Aqua/Effect: If this card attacks a Defense Position Monster with lower defense than this card's attack, deal the difference to your opponent's Life Points as Battle Damage. If this card is attacked, the monster it battles is changed to Defense position after the Damage Step and cannot change it's battle position.]
[Warlock of the Artic Hell/ LV 4 /800 ATK/2200 DEF/Water/Aqua/Effect: Once per turn: you can discard 1 card (from your hand); target 1 monster your opponent controls and change its battle position to Defense position. The targeted monster's effects are negated and its DEF becomes 0 until the End Phase of this turn. This card cannot attack if you use this effect. When this card is summoned: change its battle postion to Defense position.][/spoiler]

[b][color=#008000]Spells:[/color][/b]
[spoiler='Click to enlarge'][Artic Trident/Equip Spell/You can equip this card only to an "Artic Hell" monster. If the equiped monster attacks a Defense position monster with lower defense than the attack of the equipped monster, deal the difference to your oponent's Life Points as Battle Damage.]
[Deep Ice Investigation/Quick-Play Spell/Select an equip spell card on the field an return it to its owner hand (including monsters equiped as equip spell cards).]
[Freezing Fear/Quick-Play Spell/This card remains on the field for the next 3 turns (including the turn this card was activated). Neither player can declare an attack and both players can discard one card to negate effects of 1 Spell/Trap card (eccept this card) or Effect monster's effect as long as this card is face up on the field. Also, monster summoned while this card is face-up on the field are turned to Defense-position.]
[Freezing Hell Battlefield/Field Spell/If a monster declares an attack, change that monster battle position to Defense position after the Battle Phase. Monsters in Defense Position cannot change their Battle Positions or activate their effects eccept for "Artic Hell" monsters. Whenever your opponent Special summons a monster you can change its battle possition to Defense position.]
[Ice Egg Hatch/Normal Spell/Special summon one level 4 or lower "Artic Hell" monster from your hand or deck to the field in defense position.]
[Life Glacier/Normal Spell/Special summon one "Artic Hell" monster from your hand or graveyard to the field in defense position. That monster cannot declare attack or activate its effects this turn.][/spoiler]

[color=#ee82ee][b]Traps:[/b][/color]
[spoiler='Click to enlarge'][Diamond Extintion/Normal Trap/Destroy all face-up Defense position monsters and Spell/Trap cards on the field. All players loses 300 life points for each card destroyed this way.]
[Icy Burial/Continuous Trap/Select an opponent monster. As long as this card remains face-up on the field that monster cannot attack or activate its effects. If an "Artic Hell" monster is face-up on the field, you can change the selected monster to defense position in your opponent's End Phase. If the selected monster leaves the field destroy this card too.]
[Icy Coffin/Normal Trap/When a monster is summoned, negate the summon and send it to the graveyard.]
[Thin Ice Zone/Continuous Trap/Select an opponent monster. If a monster attacks it is turned to Defense position after the Damage Step.][/spoiler]

[b][color=#d3d3d3]Synchros:[/color][/b]
[spoiler='Click to enlarge'][Harsevious, Dragon of the Artic Hell/ LV 9 /3100 ATK/1000 DEF/Water/Aqua/Synchro/Effect: 1 "Artic Hell" Tuner+ 1 or more non-Tuner monsters.
If this card attacks, you can change the attack target monster to Defense position, monsters targeted by this effect cannot be destroyed by battle this turn. If this effect is activated and the attack target monster's defense is lower than this card's attack, inflict the difference to your opponent as battle damage.]
[Knutras, Guardian of the Artic Hell/ LV 5 /2500 ATK/3000 DEF/Water/Aqua/Synchro/Effect: 1 "Artic Hell" Tuner+ 1 or more non-Tuner Aqua-type monsters.
If there is another "Artic Hell" monster on the field besides "Knutras, Guardian of the Artic Hell", your opponent can only select this card as an attack target. If this card battles an opponent monster, change that opponent monster to defense position after the Damage Step.]
[Marissa, Monarch of the Artic Hell/ LV 7 /2500 ATK/2800 DEF/Water/Aqua/Synchro/Effect: 1 "Artic Hell" Tuner+ 1 or more non-tuner Aqua-type monsters.
When this card is Synchro Summoned, you can discard one card, then select two cards on the field and activate one of the following effects depending on the cards types:
●Monster: Turn the monster to defense position and make it's deffense 0. It cannot change it's battle possition.
●Spell/Trap: If it is face-up turn it face-down. It cannot be activated.
Those effects will remain as long as this card remains face up on the field.]
[Santhur, Lord of the Artic Hell/ LV 8 /2800 ATK/1500 DEF/Water/Aqua/Synchro/Effect: 1 "Artic Hell" Tuner+ 1 or more non-Tuner monsters.
You can remove from play this card to negate a card effect that would affect one or more "Artic Hell" monsters and destroy that card.Special Summon this card in the End Phase of the turn you activated this effect.][/spoiler]

[spoiler='Special Dark Synchro'][b][color=#800000]Dark Tuners:[/color][/b]
[Artic Hell Fallen Star/ LV 3 /500 ATK/1000 DEF/Water/Aqua/Dark Tuner/Effect: You can select one monster on your side of the field. Transform that monster level to Minus level. This card and the targeted monster by the last effect are destroyed in the end phase.]
[Paladin of the Artic Hell/ LV 8 /2300 ATK/1500 DEF/Water/Aqua/Dark Tuner/Effect: On your Standby Phase activate one of the following effects:
●This card can attack twice the next Battle Phase.
●This card gains 500 ATK points until your opponent's next End Phase.
●Special Summon one level 3 or lower "Artic Hell" monster from your Graveyard. This card cannot attack this turn.]

[b]Dark Synchros:[/b]
[Aquios, Emmisary of the Artic Hell/ LV 5 /2100 ATK/1500 DEF/Water/Aqua/Dark Synchro/Effect: 1 Aqua-type Dark Tuner+ 1 or more non-Dark Tuner monsters.
When this card is Dark Synchro Summoned, change the battle position of one monster your opponent controls to Defense Position. If this card attacks a Defense position monster, destroy that monster at the start of the Damage Step (without damage calculation).]
[Shuderion, Dragon of the Artic Hell/ LV 8 /3000 ATK/1300 DEF/Water/Aqua/Dark Synchro/Effect: 1 "Artic Hell" Dark Tuner+ 1 or more non-Dark Tuner monsters.
Once per turn, you can discard one card to destroy one attack position monster on the field. If this card attacks a Defense position monster with lower defense than this card's attack, inflict the difference to your opponent as Battle Damage.][/spoiler]

[b][color=#800080]"Mystery" Archetype set:[/color][/b] An Archetype of Light-Atribute monsters. Its strategy is based on discarding both the user's and the oponent's hand, which brings an array of different effects. There are certain support cards used to return "Mystery" cards from the graveyard. Also there are cards affected when discarded and/or when someone discards and they are face-uo on the field.

[b][color=#ff8c00]Monsters:[/color][/b]
[spoiler='Click to enlarge'][Claus, Lord of Mystery/ LV 7 /2700 ATK/2000 DEF/Light/Warrior/Effect: When this card is Special Summoned you can discard any number of cards from your hand. Destroy a number of cards on the field equal to the number of cards you discarded. If this card would be destroyed you can discard one card instead.]
[Misha, Lady of Mystery/ LV 6 /2300 ATK/2500 DEF/Light/Spellcaster/Effect: When this card is Special Summoned, you or your oponent discard one card. As long as this card remains face-up on the field you can select the card(s) to be randomly discarded from your hand by a card's Effect. You can discard one card to Special Summon one "Mystery" monster from your Graveyard in face-up Defense Position.]
[Mystery Called/ LV 2 /500 ATK/200 DEF/Light/Fairy/Effect: If this card is send to the graveyard from your hand, Special Summon it in Attack Position.]
[Mystery Counter Devil/ LV 3 /0 ATK/1000 DEF/Light/Fiend/Effect: This card can be Special Summoned when your opponent discards one card. If this card is Special Summoned by its own effect you can either discard one card to send one card in your graveyard to your hand or you and your opponent discard one card.]
[Mystery Returned/ LV 3 /1000 ATK/100 DEF/Light/Fiend/Effect: You can Special Summon this card to your side of the field by discarding one card. If this card is on the Graveyard and your opponent discards one card, Special Summon this card to your side of the field in Defense position.]
[Mystery Witch/ LV 4 /1000 ATK/1500 DEF/Light/Spellcaster/Effect: When this card is Summoned, add 1 "Mystery" counter to it. Once per turn you can remove 1 "Mystery" counter from one card on the field to Special Summon one level 4 or less "Mystery" monster from the graveyard and negate its effects. Your opponent can negate this effect by discarding one card.]
[The 6th Mystery Guardian/ LV 4 /? ATK/? DEF/Light/Warrior/Effect: If "The Recovery 6th Mystery" card is activated, you can Special Summon this card from your hand or graveyard in Attack Position. If this card was summoned by its own effect, its ATK and DEF are each equal to the number of "Mystery" cards in your graveyard per 200. You can make this card's ATK and DEF 0 until the End Phase to send a number of "Mystery" cards (max.4) from your graveyard to your hand equal to its ATK/500. Then this card's Effects are negated.][/spoiler]

[b][color=#008000]Spells:[/color][/b]
[spoiler='Click to enlarge'][The 7th Mystery/Continuous Spell/When this card is activated, discard one card and put 1 "Mystery" counter on this card. Each time card(s) are discarded put one "Mystery" counter on this card. Once per turn activate one of the following effects:
* Remove 1 "Mystery" counter from this card, select one "Mystery" Spell or Trap Card on your Graveyard and send it to your hand. That card cannot be activated this turn.
* Remove 3 "Mystery" counters from this card, Special Summon one "Mystery" monster from your hand.
* Remove 7 "Mystery" counters from this card, Special Summon one "Misha, Lady of Mystery" or "Claus, Lord of Mystery" from your Deck or Hand in face-up Attack Position.]
[The Alluring 1st Mystery/Normal Spell/Discard 1 card from your hand, then activate one of the following effects:
* Select one card from your graveyard and send it to your hand.
* Send the top 3 cards from your deck to the graveyard, select one of them and send it to your hand.
* Discard one random card from your opponent's hand. Your opponent can negate this effect by sending one card from his/her side of the field to the graveyard.]
[The hatching 2nd Mystery/Normal Spell/Special Summon one "Mystery" monster of Level 4 or less from your hand or Graveyard. Then your opponent can discard one random card from your hand. Pay 500 Life Points to select the card to be discarded.]
[The Mystery Ruins/Field Spell/If this card is send from your hand to the graveyard, you can activate it. Then your opponent can discard one random card from your hand. If a "Mystery" card would be destroyed, you can discard one card instead. Once per turn activate one of the following effects by discarding one card:
* Send one "The 7th Mystery" card from your Deck to your hand.
* Select one "Mystery" Spell Card from your Deck or Graveyard and activate it. Then discard one card.]
[The Recovery 6th Mystery/Normal Spell/Send 4 or less "Mystery" Spell or Trap Cards from your graveyard to your deck and shuffle your deck. Then draw 2 cards. Then your opponent can discard one card to make you discard 1 card.]
[The Soothing Mystery/Quick-Play Spell/Special Summon 1 "Mystery" monster from your hand. On this turn's End Phase discard one card or destroy that monster.][/spoiler]

[color=#ee82ee][b]Traps:[/b][/color]
[spoiler='Click to enlarge'][Mystery Charm/Continuous Trap/If an effect that discards cards from your hand is activated, you can reveal a "Mystery" card for every card that would be discarded in your hand to discard the same number of cards randomly from your opponents hand instead. The number of cards you reveal cannot be more than the number of cards on your opponents hand.]
[The Awakening 4th Mystery/Counter Trap/Special Summon 1 "Mystery" monster from your Deck, Hand or Graveyard in Attack Position. It cannot declare attack this turn. Then your opponent can discard one random card from your hand. Negate the last effect by negating the effects of the monster Special summoned by this card's effect.]
[The Raging 3rd Mystery/Normal Trap/Activate only when a monster declares an attack. Destroy one card on the field. Then your opponent can discard one random card from your hand. Negate the last effect by sacrificing one monster.]
[The Raging 5th Mystery/Counter Trap/Negate the special summon of a monster card or the activation of an Spell/Trap Card and destroy it. Then your opponent can discard one random card from your hand. You can pay 1000 Life Points to select the card to be discarded.][/spoiler]

[b][color=#d3d3d3]Synchros:[/color][/b]
[spoiler='Click to enlarge'][Garlaud, The Final Mystery/ LV 9 /3100 ATK/2300 DEF/Light/Warrior/Synchro/Effect: 1 Tuner + "Claus, Lord of Mystery".
When this card is Synchro Summoned, you can discard one card to send one card on the field to the Graveyard. Your opponent can negate that effect by discarding one card. Once per turn you can discard one card to destroy one card on the field. Then your opponent discards one card. If this card is destroyed Special Summon 1 "Claus, Lord of Mystery" from your Graveyard to your side of the field in Attack Position.]
[The 7th Mystery Scholar/ LV 6 /2100 ATK/2600 DEF/Light/Spellcaster/Synchro/Effect: 1 "Mystery" Tuner + 1 or more non-Tuner monsters.
When this card is Synchro Summoned, search for one "The 7th Mystery" card in your Deck or Graveyard and activate it. This card gains 200 ATK for every "Mystery" counter on the field. Once per turn you can remove 5 "Mystery" counters from any card on the field send one "Mystery" card from your Graveyard to your hand. Then you can discard one card. Your opponent can negate this effect by discarding one card.]
[The Gracious Mystery/ LV 7 /2300 ATK/2000 DEF/Light/Fiend/Synchro/Effect: 1 Tuner + 1 or more non-Tuner "Mystery" monsters.
When this card is Special Summoned, you and your opponent discard 1 card. Then both draw 1 card. If your oponent had no cards to discard then he doesn't draw cards by this card's Effect.]
[The Judgement Mystery/ LV 8 /2700 ATK/2100 DEF/Light/Fairy/Synchro/Effect: 1 "Mystery" Tuner + 1 or more non-Tuner "Mystery" monsters.
If an effect of a card that would destroy card(s) on the field is activated, the controller of the card discards 1 card or negate that effect. You can discard one card and Tribute this card to negate a card's Effect and destroy that card.][/spoiler]

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I like the sets but my favorite is the "Artic Hell" architype set, so I will comment on that set. The Card Text or OCG of the card is off on some of the cards but I like the concept to thier effects. There is only 1 card in that set that I thought was way too OP'ed and that would be "Freezing Fear" because you are making the effect like this, no monster can attack and no effects period. In this game, each player needs card effects to at least do something during their turn but if you negate all and evry type of effect meaning spell, trap and monster effects then your opponent is what they called screwed. But anyway, I love the cards, simple effects, pretty much balanced. In my honest opinion I give this a [b]6/10[/b].

Here is an example: OCG fix on 1 of your cards.
[b]Before[/b]: [Shaman of the Artic Hell/ LV 4 /1200 ATK/2000 DEF/Water/Aqua/Effect: You can Special Summon this card by removing from play one Water-type monster on your Graveyard. Defense position monsters cannot be destroyed by battle. You can tribute this card to change one monster battle position to Defense position, it cannot change battle position until the End Phase of the next turn.]

[b]After[/b]: [Shaman of the Artic Hell / WATER / LV 4 / [Aqua / Effect] /ATK 1200 /DEF 2000] Effect: This card can be Special Summon by banishing one WATER monster in your Graveyard. Defense position monsters cannot be destroyed by battle. You can tribute this card; target 1 monster on the field and change its battle position to Defense position. The targeted monster cannot change its battle position until the End Phase of the next turn.

Here is a card for your architype.
[Warlock of the Artic Hell / WATER / LV 4 / [Aqua / Effect] /ATK 800 /DEF 2200] Effect: Once per turn: you can discard 1 card (from your hand); target 1 monster your opponent controls and change its battle position to Defense position. The targeted monster's effects are negated and its DEF becomes 0 until the End Phase of this turn. This card cannot attack if you use this effect. When this card is summoned: change its battle postion to Defense position.

Good luck on other ideas to come, keep up the good work and remember to always update your cards, like how konami reprints cards to the modern text.

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